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OREx 018 Nolayout
OREx 018 Nolayout
Version 0.17
By Martin Nerurkar
Credits Disclaimer
Author: Martin Nerurkar This document is a unofficial and unlicensed role-
Cover Artwork: Martin Nerurkar playing game based on White Wolf’s Exalted and
One Roll Engine: Greg Stolze Greg Stolzes One Roll Engine. The author is in no
Exalted Setting: White Wolf Publishing, Inc. way affiliated with Greg Stolze, White Wolf Publish-
ing or its subsidiaries.
Playtesters
Jan Bormann, Niclas Brand, Armin Hanle, Hobbie The mention of, or reference to any original material,
Reagan, Wolfgang Scherer, Conny Zeeb. company or product in these pages is not a challenge
to the trademark or copyright concerned. All material
Charm Ideas copyrighted by other authors and referenced in this
Evil Hat Productions “Wolf among Sheep Approach” document remains copyright of its respective owners.
RRimmel “This is Mine Proclamation”
Madwand “City Sweeping Speech” Under no circumstances does this document seek to
Kukla “Reeds in to Gold Meditation” invalidate the material within any of the mentioned
books, instead it aims to increase their value to the
Special Thanks customer. To sum it up: Buy their books!
The following people and organizations deserve a
special mention as they contributed to the final result Copyright
of this project in one form or another: One Roll Exalted (OREx) is © 2007 Martin Nerurkar.
All rights reserved. The exception to this are element
Bailywolf for the initial spark to launch this project of the ORE, REIGN or Exalted intellectual properties.
Urs Reupke, Rainer Schmidt and Marc Simon for This document may reproduced for personal use only
their Feedback and it may neither be distributed for profit nor in large
Skaville and mr float for their ideas on Waste Dice quantities.
events
Greg Stolze for the ORE system and REIGN One Roll Engine and REIGN is © 2007 Greg Stolze.
Arcdream Publishing for WILD TALENTS All rights reserved.
White Wolf for the getting me hooked on the wonder-
ful world of Exalted Exalted is a registered Trademark of White Wolf Pub-
Clinton R. Nixon for the idea on how to make Virtue lishing, Inc. All rights reserved.
Flaws and Motivation work
IV
Contents
Introduction 1 Rules 23
ORE Basics 1 Combat 23
How to Roll 1 Unworthy Opponents 23
Time 1 Movement 23
Difficulties and Penalties 2 Walking 23
Dice Types 2 Jumping 23
Stunts 2
Differences 3 Magical Powers 25
Differences to Exalted 3 Excellency Dice 25
Differences to REIGN 3 Buying Excellency Dice 25
Using Excellency Dice 25
Characters 5 Types of Excellency Dice 25
Stats (Attributes) 5 Charms 26
Stat List 5 Cost 26
Skills (Abilities) 6 Requirements 26
Skill List 6 Type 26
Favored Skills 7 Duration 27
Martial Arts 7 Keywords 27
Essence 8 Spells 28
Stat and Skill Maximums 8 Cost 28
Dice Pool Size 8 Range 28
Mote Pools 8 Duration 28
Magical Power Prerequisites 8 Shaping 28
Anima 8 Casting 29
Anima Banner Levels 8 Keywords 29
Anima Powers 8 Artifacts 30
Personality 9 Using Artifacts 30
Motivation 9 Purchasing Artifacts 30
Virtue Flaw 9
Example Advantages 10 Example Keys 32
Health 11 Example Motivations 32
Health Boxes 11 Destructive / Avenging 32
Damage 11 Personal Gain 32
Healing 11 Societal 32
Dying 12 Virtue Flaws 33
Compassion Virtue Flaws 33
Char. Generation 13 Conviction Virtue Flaws 33
Point Buy System 13 Temperance Virtue Flaws 33
Step 1: Character Basics 13 Valor Virtue Flaws 33
Step 2: Favored Stats and Skills 13
Step 3: Motivation and Virtue Flaw 13 Solar Charms 35
Step 4: Spend Generation Points 13 Generic Charms 35
One Roll System 14 Archery Charms 35
Step 1: Determine Exalt Type 14 Lightning Arrow Path 35
Step 2: Roll the dice 14 Loyal Bow Path 35
Step 3: Caste and favored Skills 20 Spirit Arrow Path 36
Step 4: Select Charms 20 Unwavering Arrow Path 36
Step 5: Personality 20 Phoenix Arrow Path 37
Strategies and Tips 20 Athletics Charms 37
Advancement 21 Golden Bull’s Might Path 37
Earned Experience Points 21 Heavenly Grace Path 37
Spending Experience Points 22 Hopping Cricket Path 38
Speed of Light Path 38
VI
Questions / ToDo 66
VII
VIII
Chapter One
Introduction
To fix this “problem” I took up the ORE rules and Height on the other hand is the number the matching
set out to mold them to fit the style and feel of my dice show, so in the above example, the Height would
vision of Creation. I decided to go with the ORE rules be the 8 shown on the dice faces. Width and Height
because they are quick when it comes to the resolu- are usually abbreviated as WxH, in this case 3x8.
tion of conflict - especially combat – while preserving Having the matching dice set be high and wide usu-
some of the tactical (you may call it “gamist”) focus ally indicates a superior result. An attack in combat for
that to me is part of Exalted. example uses Width for the speed and damage while
Height determines the quality of the attack. Width can
also determine how long a task takes or how long the
ORE Basics effects of an action last.
The Rules of OREx are based on the rules featured in
REIGN. Use them as written in the corebook except Time
where mentioned. For completion’s sake the core Depending on the action undertaken, the time scale
rules of the One Roll Engine are reiterated here, with for a task can be measured in rounds, minutes, hours,
some changes. scenes, days, seasons or even years. The Storyteller
Chapter One • Introduction
sets the time scale based on the specifics of the ac- Dice Types
tion. For example, breaking down a door might take Besides rolling regular ten-sided dice, ORE also
rounds while decoding a complicated spell might take makes use of a number of special dice to spice things
days. There may be cases when picking a lock might up. These types are:
take days and deciphering the spell only minutes. Ul-
timately it’s up the Storyteller to set the time scale. Excellency Dice
These dice, often abbreviated as ExD, represent the
Once the time scale is determined, make the relevant magical prowess of the different exalted and they are
roll. Subtract the width of the used set from 5 to find superior to regular dice. The player has more control
out how many units of time it takes to complete the over their values and thus can produce superior results.
task. Extremely lengthy or demanding tasks might use How these dice work is covered in the Excellency
a number of time units larger than 5 as their base. Dice chapter on page XX. It might be worthwhile to
use differently colored dice for you Excellency Dice
No matter how wide your set is, a task always needs at when those need to be rolled.
least one unit of time to. If you get a width of five or
wider with a normally timed job, then the action still Stunt Dice
takes one day, hour, minute, or round. Stunt Dice (SD) are awarded for interesting and fla-
vorful descriptions. They are generated by Stunts (see
Difficulties and Penalties below) and they help emphasize the cinematic nature
Sometimes actions are particularly hard and so a of Exalted. Stunt Dice are rolled like normal dice but
simple set is not sufficient. There are two ways for the they buy off penalties before Excellency Dice do.
Storyteller to determine the difficulty of the action.
Gobble Dice
One is the addition of a difficulty to the roll – this Gobble Dice (GD) are dice that are in sets used for
indicates a minimum height (and/or in a few rare ex- defensive actions. They remove dice from other sets
ceptions width) required for the set to be acceptable. that are lower than the height of the Gobble Dice Set.
Lower sets do not overcome the difficulty and fail. These work unchanged.
The other option is a penalty. This removes dice from Waste Dice
the dice pool before it is rolled. It is important to note The Waste Dice (WD) are all the dice in a rolled pool
that penalties first remove stunt dice from a roll, then that do not come up as sets. Some effects (such as
they downgrade Excellency Dice (see below) and magic) make use of those to generate further informa-
lastly they remove regular dice. This order is impor- tion about the result.
tant as stunts can prevent the powerful Excellency
Dice from being downgraded Area Dice
Area Dice (AD) are special dice that are rolled when
Order of Penalty Modifiers certain effects engulf a large area. Each of these dice
1. Apply to Stunt Dice and remove them. is rolled and checked on its own dealing damage if it
2. Apply to Excellency Dice and downgrade them. rolls higher than the AR of the target. Type and amount
3. Apply to regular dice and remove them. of damage is described by the effect. By default AD
do 1S for each rolled die. Area Dice ignore armor un-
A dice pool can never be reduced to less regular dice less otherwise specified.
than the character’s Essence unless he did have less
dice in the rolled Stat and Skill from the start. Stunts
Stunts are a vital part of Exalted that have been intro-
The difference between Difficulties and Penalties in duced to the OREx system to preserve the high action
game is that difficulties make the task equally hard feel of Exalted. A stunt is an interesting, thematic or
for everyone while penalties are a lot harder on people plain cool description of a character’s action that adds
with smaller dice pools than well trained experts. to the mood and setting. For well worded actions that
Storyteller can (and should) award Stunts of varying
Usually difficulties should be used most of the time to levels. These add dice to your rolls and let you regain
model complications. Penalties should be reserved for motes on the fly.
the times when a characters capabilities are limited or
reduced. This could be due to a lack of proper equip- Players can also add details to the scenery when they
ment when trying to bandage a friend, being in pain or stunt. For example a character could make a jump and
trying to shoot someone without eyesight. hang on to a nicely placed flag instead of falling to his
Chapter One • Introduction
death. Of course the storyteller can always veto such they improve the Excellency Dice. Also Mote Pools
“dramatic edits” if it should be necessary. are slightly smaller and calculated differently.
Chapter One • Introduction
wise altered for One Roll Exalted: quality (who can parry whom) and armor only has a
single AR value. Additional players only have a single
Maximum Dice Pools pool of wound boxes. See the section on health on
The maximum amount of dice rolled is no longer lim- page XX for more info.
ited to 10. Instead the maximum is either 10 or twice
a character’s Essence. Always pick the higher number Aggravated Damage
for the dice pool limit. A new type of damage, called aggravated damage,
is added to the system. It is treated just like killing
Maximum Height damage but it’s much harder to heal with magical
Another difference is the fact that One Roll Exalted means. More information can be found in the section
does not have an upper limit for the height of a roll. on Health.
Even though the dice can only show numbers as high
as 10, there are many effects such as Charms or Spells Exalted round up, Mortals round down
that raise this number even higher. Some instances of the ORE always round down when
fractions of dice (or bonuses/penalties) are concerned.
Different Stats and Skills OREx adjusts this rule: Mortals always round down,
OREx uses a Stat and Skill setup that closely re- Exalted always round up. The spirit of this is that mor-
sembles the original attributes and abilities found in tals always use the value that’s less beneficial while
Exalted. Furthermore it is possible to favor skills or the Exalted use the one they benefit more from.
stats for XP discounts.
No Damage Locations
The high-cinematic kung-fu action world of Exalted
is not suited to gritty, location-based damage. The
height of a roll in combat is only used to determine
Chapter Two
Characters
The character is the basic building block of the One conversations It includes both honest persuasion and
Roll Exalted role-playing game. Here many of the dif- deceit. Other ORE games often call this stat Charm.
ferences between the regular ORE system and OREx
become apparent and are explained. This chapter also Intelligence represents the intellect of a character. It is
features two methods to generate characters. a measure for his ability to solve riddles, calculate or
to create strategic plans for a battle. It also represents a
character’s memory and mental “armor”. Intelligence
Stats (Attributes) is generally rolled when trying to find out whether a
OREx makes use of six different stats. These represent character knows about something. Other ORE games
the attributes in Exalted but the name Stats is used to call this stat Brains or Knowledge.
maintain closer ties to other ORE modules. Each of
these stats can normally range from 1 to 5 dice but a Wits, the last of the stats, is the ability to think out-
high Essence score can raise this Limit. side the bounds and to perceive things. This is both
used for quick tactical decisions and other actions of a
Stat List more improvisational nature. Wits is also used as the
Strength is the measure of a character’s physical stat to determine the order of declaration in combat.
might. It includes his raw muscular power as well Character with a lower Wits score have to declare
as his toughness and endurance. How much an indi- their actions first, allowing those with a quicker grasp
vidual can lift or carry is also determined by the stat. on things to react accordingly. Other ORE games use
It is often called Body in other ORE games. the stats Sense and Cool to represent this.
Chapter Two • Characters
Athletics is used for feats of bodily coordination. This Lore is a general measure for a character’s knowledge
includes climbing, running, swimming and lifting about the world and its inhabitants, this includes fields
things. Depending on the type of activity it is common such as geography and history. A character also needs
to either use Dexterity or Strength with Athletics. a Lore score of at least 1 to know how to read and
write. This skill is usually rolled with Intelligence.
Awareness is a measure of a character’s acuteness of
the senses when not actively searching for something. Medicine encompasses both the ability to repair bodi-
It is commonly used in conjunction with Wits. ly harm, combat disease and poisons and knowledge
about the human anatomy. It is commonly rolled with
Brawl is used for fighting barehanded. It is used with Intelligence.
Strength and represents an untrained but effective
fighting style. Weapons such as brass knuckles, fight- Melee is the measure of proficiency with all manner of
ing gauntlets and reinforced boots can be used with killing implements. It is usually rolled with Strength
the brawl skill. The use of improvised weapons such and can be used with a wide variety of weapons.
as broken beer bottles, shields or stools is also part Specialized arms such as rope darts or fighting chains
of this. For more refined fighting styles, both armed need specialized Martial Arts skills (see page XX).
and unarmed, see the chapter on Martial Arts on page
XX. Occult represents the familiarity with all manner of
magic. This includes common wards against the Wyld,
Bureaucracy represents a character’s aptitude in knowledge about Ghosts and the circles of magic. It
organizing and navigating bureaucracies. Both when is a vital skill for sorcerers and it’s commonly rolled
managing them or trying to gain something from with Intelligence.
them. This is commonly used with Manipulation,
Intelligence or Wits. Performance measures a PC’s ability to play musical
instruments, sing, dance and orate. Any kind of im-
Crafts is commonly used with Coordination or Intel- personal, one-way activity or communiation that aism
ligence. It is rolled when a character tries to build to affect all observers is part of this skill. Prayers are
things. If he tries to forge a sword or brew a poison, another element of Performance. The skill is usually
Crafts is the skill to use rolled with Charisma or Manipulation.
Dodge is used when trying to stay out of the way of Presence is the opposite of Performance as it deals
harmful blows. It is a purely defensive skill and com- with personal interaction. Seduction, Persuasion and
monly uses Coordination. haggling are common activities for this skill. It is most
often rolled with either Charisma or Manipulation.
Chapter Two • Characters
Martial Arts
Resistance represents the ability to withstand pain and The Martial Arts Styles are a special case of skills
exhaustion. It helps shrug off blows, disease, poison called sub-skills. Each of these skills represents a
and torture. It is commonly rolled with Strength. certain fighting style. Martial Arts skills are usually
linked to the Brawl skill but some are based on Melee
Ride is a measure for a characters ability to control a or even Archery. A few rare and esoteric skills may
subservient being. Usually this is a steed like a horse even be sub-skills of Bureaucracy or Linguistics.
or a wild cat but the skill also deals with the use of
personal vehicles such as flying carpets or warstrid- Regardless of their parent skill, Martial Arts always
ers. Rise is also applicable when moving other crea- grant proficiency to a number of weapons and modes
tures (such as zombies) via mind control. Dexterity, of attack specified in the skill description. It is also
Charisma or Intelligence are usually the stats to use. important to note that most Martial Arts sub-skills use
Dexterity to attack, while the Brawl and Melee par-
Sail covers all actions dealing with all manner of ent-skills both rely on the Strength stat.
ships. This includes regular ships but is equally true
for sand- or airships. It is common to use Dexterity or If the parent-skill is favored then all relevant sub-skills
Strength when manually piloting the craft or Wits or are granted the same experience discount. Rankings
Charisma when only commandeering or steering it. in the sub-skill are unaffected by the parent skill and
vice versa. So a character could have Brawl 0d and
Socialize is the skill of working crowds and societies. Brawl (Tiger Style) with 5d. Note that Sub-Skills are
It is used when trying to remain unnoticed in a crowd, usually written with the parent skill in front and the
when behaving in a proper manner in a given environ- sub-skill in brackets.
ment or when organizing social events. It is usually
rolled with Charisma or Manipulation. Martial Arts and Charms
Proficency in a sub-skill does not fulfill requirements
Stealth covers all activities with the goal of remain- for parent-skill charms but they grant the user access
ing unnoticed. Sneaking, skulking and hiding are all to a specialized Charm Path. Each style has a path that
part of this skill. It is usually rolled with Dexterity. is usually 5 to 8 Charms in length. These Charms can
be learned by any exalt capable of mastering that level
Survival covers the arts of surviving in the wilderness of Martial Arts (see below).
and the handling of animals. It can be used for for-
aging up supplies, taming a wild beast and knowing The limitation to Martial Arts is that the when using
which plants are poisonous. It is most often used with a Martial Arts skill to attack or defend, the character
Wits. may not use Charms from the parent skill and has to
rely solely on his Martial Arts. However a character
Thrown is the skill of choice when a character wants may, for example, make a multi action and attack with
to hurl objects at another one. This covers throwing a style compatible weapon using his Brawl (Snake
knives, spears and boomerangs. It’s commonly used Style) skill and defend with his Melee skill. He could
with Dexterity for smaller weapons or Strength for then use Snake Style charms with his attack and Me-
large objects. lee charms with his defense but he will suffer Multiple
Action penalties as usual.
War is used both to train troops and people in the art
of war and to conduct warfare itself. When used to
train it is commonly used in conjunction with Cha- The Perfected Lotus
risma. When used on a strategic level it is commonly Sidereal Martial Arts. The most powerful arts
rolled with Intelligence, on a tactical level it uses Wits can only be used by Sidereals, Abyssals and
instead. Solars. Lunars require special charms first.
Chapter Two • Characters
Essence Anima
Essence is a special characteristic that measures an Each Exalt has what is called an Anima Banner. It’s
individual’s command of the mystical energies of the often an iconic image of something that exemplifies
world. Only the enlightened and the Exalted have rat- the Exalt, such as an ethereal bull made of sunlight
ings between 2 and 10. Normal mortals themselves or a complicated mandala formed of shadows. Other
are limited to a level of 1. Essence Users such as gods, ghosts or enlightened
mortals do not possess an Anima Banner.
Stat and Skill Maximums
Essence determines the maximum levels of skills and Whenever an Exalt makes heavy use of his Essence
stats. These are both set at 5 or permanent Essence, based powers these Anima Banners appear and grow
whichever is higher. For example an Essence 7 Solar in intensity the more Charms are used. See the section
may have Stats and Skills as high as 7d. XX on page XX for more information.
Chapter Two • Characters
Chapter Two • Characters
Limit Break that could be the basis for a Flaw go ahead but re-
Limit Break is when an Exalted looses all control member that a Virtue Flaw results from an imbalance
over himself and succumbs to the Great Curse. The of character. Usually a virtue is too pronounced in the
character has his Limit rest to 0 but he has to act as characters personality, which causes him to resort to
defined by his Virtue Flaw. The player can also choose extreme behavior.
his character to suffer Limit Break whenever it would
be appropriate to do so even if not having reached 10 Once you know which Virtue your Flaw is grounded
Limit yet. in it’s time to think about the specifics. What exactly
are the behaviors and results? It’s important to clearly
While suffering from Limit Break, the character’s define the three stages (1XP, 2XP and 5XP) of the flaw.
passions fuel him and he’s stronger than ever. While When writing up the specifics keep in mind that the
in the throes of Limit Break the character can spend Limit Flaw should only grant XP if it inconveniences
a number of motes each round equal to the amount of the player while at the same time making for interest-
Limit he had when he broke. This pool of “phantom” ing situations. Also for most flaws the full limit break
motes are available each round but if the player does should always last an entire day.
not use them then they do not recharge his regular
mote pools. You also need to set a few Break Conditions for your
flaw. These should be closely linked to your character
See Appendix I: Example Keys on page XX for ex- and common enough to possibly show up at least once
ample Virtue Flaws. a session. Also make sure to have more than one con-
dition to allow for more varied situation.
Picking a Flaw
A flaw is something that will inconvenience your Advantages
character but hopefully not do so to you, the player. Advantages is a catchall term for all positive things
To avoid this you should take care when picking a a character could either own or have access to that
flaw and choose one whose adverse effects would be are not part of the stats and skills system. Material
interesting for you to portray in the game. If you play a resources and loyal followers are as much part of this
very social character, then picking a flaw which makes as are special merits such as having a beautiful face.
you fly into a murderous rage whenever someone in-
sults him might not be a good idea. On the other hand Advantages can only be purchased with Generation
the conflict it causes with your characters specialty Points (GP) during character generation. Some of
and his flaw might just as well provide for interesting the Advantages can be earned in play, such as an in-
and challenging situations as the character has to cope crease in wealth or a stolen artifact, while others (like
with the results of his outbursts afterwards. Beauty) can be bought with XP if your Storyteller ap-
proves. In some cases the Storyteller might even want
Regardless of your choice it is your responsibility to to consider paying XP for advantages you gained in
make sure the other players and the storyteller accept play as this will make them more “permanent” and
your Flaw and thing it would be interesting and fitting. less subject to the ravages of the story. More informa-
If the entire group wants to play in a highly social tion can be found in REIGN on page XX.
setting, reveling in the social maneuvering, then the
aforementioned berserker might hamper their enjoy- Example Advantages
ment of the game. REIGN presents a large number of advantages for
players to choose from. These can be found on page
Creating your own Flaws XX but before you use those you should make sure to
It’s encouraged to build your own flaw if you do not have the approval of your storyteller. Other, Exalted
find one that is suitable to your character. If you decide specific advantages can be found below.
to create a custom flaw, be sure to talk this through
with your Storyteller before you do any work. If pos- Artifacts
sible work out the flaw in close cooperation with him Artifacts is an Advantage of which each instance
and possibly your other players too. represents an individual artifact. The Advantage itself
scales from 1 to 5 to represent the Level of the Artifact
The first thing you have to consider about a Virtue associated with it. Each level of this very powerful
Flaw is to what aspect of the Character it is tied to. Advantage costs double during character generation
There are four major virtues know: Compassion, Con- and advancement.
viction, Temperance and Valor but don’t let yourself
be restricted by those. If you can find other virtues
10
Chapter Two • Characters
Wealth Healing
A very important Advantage is Wealth, as described Because of the changed wound-box setup as compared
in REIGN on page XX. It deals with the general re- to REIGN, characters also heal differently.
sources a character has and it’s an abstract measure-
ment for his personal finances. For a rough idea on the Natural Healing
amount of money a character with varying levels of Killing damage heals slowly and only if the character
the Advantage owns or has access to, see the sidebar did not take any damage during the day. The time it
Currencies of Creation. takes for a single wound box to be transformed into
shock depends on the penalties it inflicts. Mortals
need 2 days of rest for a -0 killing box, 4 days for -1
Health and 8 days for -2. Double these times if the character
is active. The last box requires 16 days and can not be
Health Boxes healed without rest.
Where other incarnations of the ORE use hit boxes
assigned to different body locations, One Roll Exalted Exalted need only half a day for a -0 killing box, 1 day
makes use of a single pool of health boxes. This also for -1 and 2 days for -2. The final box requires 4 days
means that armor now only has a single AR rating that of rest. All of these times are doubled when the exalt
covers the entire body. is up and about.
Each character has access to 20 health boxes, the first Shock damage is healed much faster and regardless
five of which represent minor and superficial damage. of penalty level. The exalted require one hour of rest
The second set of 10 boxes consitute serious damage to remove one shock box, two hours if active. Mortals
and a character with at least one of those boxes filled need 4 hours and eight if not resting.
with shock or killing damage, then he incurs a -1 pen-
alty to all actions. If one of the last set of 5 boxes is Medical Healing
filled, then the character is in dire danger and incurs a When treating shock damage, a medic may roll
-2 penalty to all actions. Intelligence+Medicine and if successful heal a num-
11
Chapter Two • Characters
Dying
Because Exalted is a game of high, cinematic action,
death is less likely than in other ORE systems. Un-
like in REIGN a character does not immediately die
once his health boxes are filled with Killing damage.
Instead a character has an additional set of boxes that
stand between incapacitation and final death.
12
Chapter Three
Char. Generation
There are two primary methods for Character Gen- ditional skills or stats as favored.
eration, the Point Buy System which gives the player
great control over the result but takes more time, and Exalted Type and Favored Traits
the One Roll System that randomly generates stats, Solar Exalted, Abyssal Exalted 5 skills
skills and a history for a character. Sidereal Exalted 4 skills
Terrestrial Exalted 3 skills
Heroic Mortals 2 skills
Point Buy System Lunar Exalted, Alchemical Exalted 1 stat, 2 skills
When using this method the player has full control
over the character he wishes to generate. The advan- Step 3: Motivation and Virtue Flaw
tage is that the player can tweak with the individual The next step is to determine your motivation. This is
values until he has a starting character that he is happy important for your character as it is one of the most
with. The downside is that it takes more effort and important ways to gain Experience Points and thus to
time than the One Roll System. advance. You can find inspiration for a Motivation in
Appendix I: Example Keys (page XX).
Step 1: Character Basics
At first you should have a general concept of your The second part of this step is choosing a Virtue Flaw.
character. A concept is usually not much more than a You can select one of the example flaws found in Ap-
simple sentence. “A spoiled princess trying to further pendix I: Example Keys or you can make up your own
her political influence” is as valid as “An honorable in cooperation with your storyteller.
mercenary out for revenge”. As with everything it’s
important that you ensure that the character is compat- Step 4: Spend Generation Points
ible with the story and the other players’ characters. The final step is to spend a number of Generation
Points (GP) on Stats, Skills, Charms, Spells, Essence
Once you have a concept it’s time to decide on a type and other attributes. The amount of points you can
of Exalted and an appropriate Caste for your character. spend depends on the type of Exalt you choose to
Often the storyteller has a certain type of Chosen in play. Your storyteller might adjust this amount either
mind for his campaign. This choice determines your up or down to suit his campaign.
magical and mundane capabilities.
Exalt Type and Generation Points
Step 2: Favored Stats and Skills Solar Exalted, Abyssal Exalted 300 GP
Once you have chosen your Caste you can mark the Lunar Exalted, Sidereal Exalted 280 GP
appropriate caste traits (that means stats or skills) as Terrestrial Exalted, Alchemical Exalted 260 GP
favored on your character sheet. Depending on your Heroic Mortals 160 GP
type of Exalted you can also select a number of ad-
13
Chapter Three • Character Generation
Your character automatically starts with 1 in each Stat will play. Usually this has a strong impact on the
and an Essence of 2 (unless you decide to play a he- campaign and so the Storyteller might restrict you to
roic mortal: they start play with an Essence of 1). The certain options. This choice determines the amount of
player then uses the assigned Generation Points to Generation Points your character will start with and
build his character. Use the table below to determine thus influences the number of dice you roll later on.
the different costs.
If you really want to leave everything up to chance
Generation Point Costs (and your Storyteller is okay with that), then roll a
Increase a Stat by 1: 10 GP single d10 and consult the following table. You should
Increase a favored Stat by 1: 8 GP however be aware that this makes the generation pro-
Increase a Skill by 1: 3 GP cess a two roll system. If you don’t mind that, go right
Increase a favored Skill by 1: 2 GP ahead.
Increase Essence by 1 (max Essence 3): 25 GP
Promote a dice in to an Excellency Dice: 10 GP Nr. Exalt Type
Promote a favored dice to an ExD: 8 GP 1 Heroic Mortal (hey, you wanted to roll!)
Buy a Charm or Spell: 10 GP 2 Terrestrial Exalted
Buy a favored Charm or Spell: 8 GP 3 Terrestrial Exalted
Buy 1 level of an Advantage: 3 GP 4 Terrestrial Exalted
5 Terrestrial Exalted
There are only three restrictions on how you spend 6 Alchemical Exalted
your points, apart from the natural trait maximums 7 Sidereal Exalted
and Charm minimums of course. These restrictions 8 Lunar Exalted
are: At least 25% of your GP need to go into your 9 Abyssal Exalted
Stats; At least 25% need to be used to buy Skills and 10 Solar Exalted
Advantages; At least 25% of your GP need to be spent
on magic, which includes everything from raising Es- Regardless of the result your character begins play
sence to buying Charms, Spells and Excellency Dice. with two regular die in each of the six stats and an
The remaining 25% may be used to round out the Essence of two (one for Heroic Mortals)
character and can be spent anywhere.
Step 2: Roll the dice
For example a starting Solar Exalt has 300 GP to spend, With your Exalt type determined you can go and grab
25% of this are 75 GP. To raise his stats, each one cost- the number of dice appropriate to your Chosen. Each
ing 10GP, the solar has to spend a minimum of 75 GP, of these dice represents a package of 20 GP. Please
which effectively means 80 GP as he can’t raise a stat note that this system is specifically built for Solar
by half a point. This gives him 8 stat increases.Then characters but can be adapted for other Exalted.
he needs to spend 75 GP on Skills, which with favored
and unfavored Skills roughly gives him 30 Skill/Ad- Exalt Type One Roll Dice Pools
vantage increases. The next batch of 75GP goes into Solar Exalted, Abyssal Exalted 12 dice
his magic, giving him about 8 charms or ExD for the Lunar Exalted, Sidereal Exalted 11 dice
cost of roughly 80GP. Whatever is remaining can be Terrestrial Exalted, Alchemical Exalted 10 dice
spent to increase whatever the Player wants to. Heroic Mortals 5 dice
One Roll System Now roll the dice. You can find out what the sets you
The One Roll Generation System is a fun way to rolled mean by checking the table below. Each set
quickly generate a random character to start play represents a certain profession, with the height deter-
with. One advantage of this system is you might end mining the actual profession and the width measuring
up playing a character you wouldn’t have thought of the general aptitude.
on your own but that ends up being tremendous fun
because it’s a change from your usual play style. The The Waste Dice (that is the dice that do not come up
system also gives player a rough life path (though that as sets) are applied to one of the 5 other tables, one
one requires some manual assembly) that helps flesh for each direction of Creation. You can choose to ap-
out the character. ply them as you see fit. These dice represent special
events that happened to your character during his life,
Step 1: Determine Exalt Type either before or after his exaltation. These lists aren’t
The first (and only) thing you have to do before roll- necessarily linked to that location but also to the ideas
ing the dice is to determine what kind of Exalt you behind the element. This means that even if your char-
14
Chapter Three • Character Generation
acter is someone who never left the blessed isle, you Artifact (performance related). 1 ExD (Perfor-
may still select events from the other lists. mance)
If you got a match with a width of 6 or higher, take the 2x4 Miserly Merchant
excess dice and treat them as Waste Dice and assign +1 CHARISMA, +2 Presence, +1 Bureau-
them to event lists. Note that in the lists below, stats cracy, +1 Linguistics, +1 Lore. +1 Advantage:
are always written in capitals so that you don’t have to Wealth, +2 Advantage: Possession. 1 Charm
look for them in the skill lists. Whenever Excellency (Presence)
Dice are listed (for example in the form of “1 ExD 3x4 Canny Tradesman
(Stealth)”), an upgrade is concerned. This means that +1 WITS, +1 Bureaucracy, +1 Presence, +1
one of the regular dice in the listed skill is turned into Survival, +1 Ride or Sail
an ExD. If different skills are listed then the player 4x4 Banker
may choose which one to recieve the ExD in. The +1 Bureaucracy, +1 Investigation. +2
same is true for Charms: Listing like “2 Charms (Lar- Advantage: Wealth. 1 ExD (Bureaucracy or
ceny or Awareness)” mean that the player is granted Presence)
two Charms which he may pick from the Larceny and 5x4 Captain of Industry
Awareness skills. 2 Charms (Presence or Bureaucracy)
15
Chapter Three • Character Generation
16
Chapter Three • Character Generation
17
Chapter Three • Character Generation
life and death that can be found in the element of to deliver the baby. And you actually succeeded
Wood. in bringing the child out alive. Whose baby was it
and is the mother still alive?
1 Murder! +1 DEXTERITY, +2 Medicine, +1 Lore, +1
You had to commit a cruel and cold act of Survival
murder. Was it long planned and out of spite or 8 Band of Drifters
greed? Or didn’t you have any choice left and just You’ve joined the rowdy bunch roaming the
did what had to be done? Who did you kill, and countryside and before you knew it you were
why? their leader. The group might be a few cutthroats
+2 Melee, +1 Stealth, +1 Larceny. 1 Charm or a few honorable deserters from a lost war but
(Melee or Stealth) they are loyal to you.
2 Scavenger Expedition +1 CHARISMA; +1 War, +1 Presence, +1
You’ve taken part in at least one expedition trying Archery or Thrown, +1 Advantage: Followers
to unearth the secrets of the First Age. You might 9 Gravedigger
have been the leader of the expedition or just You’ve dug your fair share of graves in your
someone responsible for carrying the food. Either lifetime. Maybe you worked for a big morticians
way you managed to snatch something of great guild or you’ve just been the only one with a
value for yourself. proper shovel in your village. Whatever the
+2 Stealth, +1 Athletics, +1 Larceny, +2 Advan- reason, you learned a lot about life and death.
tage: Artifact +1 INTELLIGENCE, +2 Occult, +1 Medicine,
3 Growing Capital +1 Athletics
You are involved with a bar or brothel or other 10 You rescued them!
establishment that benefited from a burst of You were at the right place at the right time and
growth: You might be the owner or just someone managed to save someone important from a dire
who invested into the project but you reap the fate. Not only did they reward you they also gave
rewards. you all the duly deserved glory and people know
+2 Socialize, +2 Advantage: Wealth. 1 ExD your name now.
(Socialize) +2 Integrity, +1 Advantage: Wealth, +1 Advan-
4 Survived a Death Sentence tage: Status. 1 Charm (Integrity)
You were supposed to be hanged, or decapitated
but you managed to free yourself at the last Events of the South
minute. Maybe someone rescued you or general These events are inspired by the hot lands of the
turmoil allowed you to escape. Maybe someone southern Direction. Because the element of Fire is
even declared you innocent at the last second. closely linked to the wide range of human passions
+2 Presence, +1 Bureaucracy, +1 Dodge. 1 these events are often social in nature.
Charm (Presence)
5 Adopted an Animal 1 Blind Love
Maybe you rescued an injured animal or you You’ve met her (or him) and you’ve been swept
raised it from its birth. Whatever the reason off your feet from the first moment. You were
you have a trusty animal that not only follows madly in love and it took you too long to figure
your commands but that also loves and wants to out that he/she just wasn’t good for you. He/she
protect you. got you involved in things that you’d rather
+1 WITS, +1 Survival, +3 Advantage: Animal not be involved in and you’ve done things for
Companion him/her you’d rather not have done. But you’ve
6 Caught in a War left him/her and you’re over it now, right?
A war broke out and you were right in the middle. +2 Larceny, +1 Stealth, +1 Melee. 1 ExD (Lar-
Maybe the neighboring kingdom decided to ceny)
invade or it was an attack from one of the lords 2 Professional Athlete
of the Underworld. Regardless of the cause you You were at one time a professional athlete,
were forced to fight for your life and maybe even performing in theaters for the amusement of the
for the life of your family. audience.
+1 Melee, +1 Brawl, +1 Stealth, +1 Athletics. 1 +1 DEXTERITY, +2 Athletics or +2 Ride, +1
ExD (Melee or Brawl) Resistance, +1 Advantage: Status
7 Spontaneous Midwife 3 Served in a Harem
You never intended to get your hands this dirty You might have been one of the beautiful wives
but for some reason you were the only one on site or husbands of an influential potentate or you had
18
Chapter Three • Character Generation
just been the boy to clean the pool, serve the wine 10 Drug Delirium
and change the sheets. Whatever you did, you You’ve been a regular drug user and seller but at
know what people desire and how to use this for some point you just took too much of the drug
your own ends. of your choice and nearly killed yourself. You’re
+1 MANIPULATION, +1 Presence, +1 Perfor- lucky to have survived and now you’re trying to
mance +1 Socialize, +1 Stealth stay sober. Luckily the money you made deal-
4 Bureaucratic Nightmare ing with drugs helps to distract you from your
For some reason or another you were lost in a cravings.
bureaucratic nightmare and had to navigate the +1 Integrity, +1 Socialize, +1 Resistance, +1
offices and bureaus of a city to keep your life Advantage: Wealth. 1 Charm (Integrity or
intact. Did you succeed? Resistance)
+1 WITS, +2 Bureaucracy, +1 Presence, +1
Integrity Events of the West
5 Lost in the Desert The events of the West not only deal with water and
You were part of a caravan traveling the southern sailing but with sudden changes of fortune and the
sands when something went awry. Bandits characters success (or failure) in adapting to those.
attacked, the guide lost his way or a wyld storm
raged. Whatever the cause, you got separated and 1 Theft of Opportunity
lost in the desert. Only through sheer will did you You always had a thing for shiny and expensive
manage to survive and stumble back to civiliza- things, especially when they belonged to other
tion. people and that one time you just couldn’t resist.
+1 STRENGTH, +2 Resistance, +2 Survival You’ve snatched something valuable and nobody
6 Fought as a Gladiator suspects you.
You fought for money or fame in an arena while +2 Larceny, +1 Dodge, +1 Advantage: Wealth. 1
the crowd cheered on. Did you do so at your own ExD (Larceny)
volition or at the behest of others? Whatever the 2 Escape in the Night
cause you’ve emerged a strong fighter. Things changed suddenly and drastically and
+2 Brawl or Melee, +1 Dodge, +1 Performance. 1 you had no other option but to flee in the dark of
Charm (Brawl or Melee) night.
7 Learned Slave +2 Stealth, +1 Athletics, +1 Resistance. 1 ExD
You lived some time of your live as a slave to (Stealth)
the rich and mighty. Maybe raiders snatched 3 Traitor!
you from a caravan or your family sold you into You betrayed someone or something and prompt-
slavery to survive? Instead of the life of hard ly switched sides. Unfortunately your betrayal
work that awaited most other slaves you were has become more widely known than you might
taught in the arts of medicine as to be a useful have desired.
servant to your lord. +1 MANIPULATION, +2 Performance, +1
+2 Medicine, +1 Lore, +1 Resistance. 1 ExD Presence, +1 Dodge
(Medicine) 4 Robbed
8 Vengeance! You were robbed and somebody took almost
You were wronged by someone in a way that everything you owned. Maybe pirates raided the
only blood could wash away the stain. Whether merchant expedition that you invested all your
in boiling rage or cold vengefulness you got your money in. Or you were simply mugged with brute
revenge and someone got what he deserved. But force.
just what happened? +1 WITS, +2 Bureaucracy, +1 Awareness, +1
+1 Integrity, +2 Brawl or Melee, +1 War. 1 Integrity
Charm (Brawl or Melee) 5 Shipwrecked
9 Favored Artist Through some ill fortune you were onboard a
Your talent and work captured the eyes of the ship that was wrecked. But how exactly did you
important and they supported you with both survive? And did anyone else or are you the only
contracts and exposure. You lived the good life, one left?
taking part in parties and showing your works to +2 Sail, +1 Survival, +1 Resistance. 1 Charm
the influential. But what now? Do you still own (Sail or Survival)
their favor or did you fall from grace? 6 Ambushed
+3 Crafts, +1 Socialize. 1 Charm (Crafts) Someone ambushed you and you had to fight
back to survive. Was it a group of bandits or a
19
Chapter Three • Character Generation
single stealthy assassin? And what was the reason them as you please.
for the attack?
+2 Awareness, +1 Dodge, +1 Melee or Brawl. 1 Step 3: Caste and favored Skills
Charm (Awareness) The next step is to choose a Caste that would be appro-
7 Unlikely Tutor priate to his different statistics and previous lifepath.
A wise old man told you a lot of surprisingly Skip this step if you created a heroic mortal.
accurate stories about the world. Maybe it was
your uncle or the old sailor you traveled with. Or The choice of Caste can be based on the widest pro-
you simply shared a room with him because you fession set using the table below. This ensures that the
couldn’t afford one on your own. character is proficient in his special field. Alternatively
+1 INTELLIGENCE, +2 Lore, +1 Linguistics, +1 you can look for your highest skills and stats and as-
Crafts sign the caste appropriately. Don’t forget to check in
8 Press Ganged your favored Caste skills (and stats) as you would in
You were pressed into military service aboard the regular character generation.
a war ship against your will. Just how did you
manage to get out of this? Once this is done you may choose your free favored
+1 STRENGTH, +2 Resistance, +1 Sail, +1 War skills or stats as described on page XX. Once again
9 Religious Convert it might be useful to look for already strong stats and
An occult revelation caused you to change your skills that your character excels at. He most likely has
beliefs. What did you believe in and who do you a special proficiency in those.
pray to now? And just what happened to change
your mind? Step 4: Select Charms
+2 Occult, +1 Lore, +1 Performance. 1 Charm With your caste determined and all your stats & skills
(Occult) set you might want to choose the charms that you
10 Unexpected Treasure were granted during character generation. Make sure
Maybe you won it or you’ve just stumbled over it that you meet the requirements where possible. If you
on a deserted Island. Either way fortune has been should – for some reason – not be able to buy a charm
smiling at you and now you’re in possession of in a skill or stat because you lack the requirements,
something very valuable. then either change the Charm into an Excellency Die
+1 Integrity, +1 Socialize, +2 Advantage: Artifact for the trait or choose a Charm from a different trait.
or +4 Advantage: Posession, +2 Advantage:
Wealth Step 5: Personality
The last step is to determine the Motivation and the
Smoothing the Edges Virtue Flaw of the character. Here a random system
After rolling up your character you’ll still have to would be poorly placed as the personality of your
some manual assembly. The first thing you have to character is something only you can really decide on.
do is to check if you have more points in a skill or During this step be sure to be in touch with your Sto-
stat than would be possible. If so, then simply rear- ryteller and your fellow players to ensure compatible
range those skill points as you see fit. You also have and interesting characters.
to do this whenever a heroic mortal is granted ExD or
Charms. Simply transform them into GP and spend
20
Chapter Three • Character Generation
21
Chapter Three • Character Generation
22
Chapter Four
Rules
Combat Movement
Unworthy Opponents Walking
Uwnorthy Opponents (or Extras) are mostly treated As written on REIGN p. 189 a character moves 15
according to the rules in REIGN on p. 191. One dif- feet per combat round. If he wants to move faster then
ference is that Threat may exceed 4 through magical he has to take a running action.
influence. Also Unworthy Opponents in OREx have
an Essence rating. This is equal to the average of it’s Running
members and it has a number of effects: An action to run is resolved with Dexterity+Athletics,
each point of width adding 5 feet to the total. Taking
More dice other actions while running requires a multi-action as
When supernatural creatures become unworthy oppo- usual.
nents, each creature is worth a number of dice equal
to it’s Essence score. This way, a gang of 5 Essence 3 Jumping
demons is able to roll 15 dice - as many as 15 Essence Characters can jump as a Strenght+Athletics action.
1 mortals. However each killed demon takes out 3 This can be done in addition to the free move action
dice, quickly reducing the pool. or part of a multiple action. In these cases, the jump
action incurs a multiple action penalty as usual.
Tougher opponents
With the powerful attacks of the Exalted, Unworthy A character can jump his Strength+Essence in yards.
Opponents need to be a bit stronger to provide a bit Each point of Width can add 1 yard to this distance.
more of an obstacle. Unworthy Opponents add half Half the total for vertical jumps. If the Jump action
their Essence (round down) to their Threat Rating fails, the character is downed.
when checking to see if they are killed by a blow. To
take out a Threat 3, Essence 3 minion you need a blow
with a height of 4 or more, or one that does at least 4 Social Conflict
shock or 4 killing. For weapons that deal both types of Social Conflict is a rule system unique to OREx. It is
damage simply use the larger amount of damage. designed to resolve social situations. Social Conflict
is used when there are parties involved that desire to
peacefully resolve their conflicting motivations and
goals through discussion and other means. Whether
this is an Eclipse Caste solar trying to seduce a chaste
immaculate, a dawn rallying and inspiring his follow-
ers or a zenith praying to the Unconquered Sun.
23
Chapter Four • Rules
Participants in Social Conflict wants to put Influences Step 4 - Declare and Roll Actions
(explained below) on their opponents. An influence After the Players roleplayed the argument they declare
always opposes one of the targets virtues and has to their actions. This is done in accordance with their
overcome it. roleplayed arguments or counterarguments. Not every
argument has to be declared an individual action if the
With the desired goals determined, it’s time to figure player doesn’t want to. If a player declares multiple
out what Virtue the Influences affect. This is the story- actions then he suffers multiple action penalties as
teller’s decision but a player can explain how he feels usual. At this point the different, neccessary stats and
about the influence, or how he intends to defend if he skills are determined.
feels the storyteller assigned an Influence wrongly.
Unlike combat, Social Conflict is not basd on Wits or
The list below should give you a quick overview. For a set’s Width to determine who goes first. Instead the
more information read up on the individual Virtues in player with the Floor goes first with all other players
the Exalted Second Edition Core on page 102. being sorted by their sets from that roll. Whoever was
last has to begin by declaring, rolling and assigning
Compassion - Feelings towards other people. Good his sets to his actions. This then continues to the next
and Bad player. Once everyone has assigned their sets they are
Conviction - Personal goals, personal situation resolved.
Valor - Pride, Duty
Temperance - Honor, Self-Control, Enlightenment. The resulting sets are divided as appropriate. If a
player has too few sets available then he has to decide
If an Influence could target multiple Virtues always which Arguments (attacks) or Counterarguments (par-
use the highest one of the target. A seduction example ries) he takes and which ones were just too ineffective
would for example usually be assigned to Temper- to have any real impact.
ance. If the target however is happily married and has
a high Compassion (feelings for his wife) then this Step 5 - Resolve Arguments
Virtue has to be overcome instead. This time the player with the Floor makes the first Ar-
gument. Whoever is targeted may now use a Counter-
Step 2 - Determine Order of Social Conflict argument set to gobble the attack. If multiple people
At the start of a Social Conflict all active participants are targeted, then only one may defend for all others
roll Wits + Socialize. Mere spectators or the audience by publically counterarguing.
does not need to roll. The player with the highest roll
“has the Floor”. This grants him a small edge in the If the argument is not gobbled, then resolve it (see the
24
Chapter Four • Rules
section on Arguments below) and move on to the next sense or move him.
player in line. This goes on until everyone has made
one argument or has no more to make. Then the cycle Regaining Composure
begins anew with the player holding the floor until no How (and when) do you regain Composure
more sets or arguments are remaining.
Social Arguments
Step 6 - Change Floor
Once all sets are exhausted we check if the conversa- Making Arguments
tion persists: If all parties agree to end the conflict or A successful Argument first drains a character’s Com-
if one party has completely exhausted it’s Composure posure and the builds up an Influence. First determine
then the conflict ends, otherwise it goes on. the Impact of the Argument (this is comparable to the
Damage in regular combat). To do so use the width of
If the discussion persists then the Floor automatically the used set as basis and then add or substract bonuses
goes to the next player in line. Now however every- and penalties as follows.
one has a chance to take the Floor, even the player that
just lost it. Argument Impact Modifiers
Complexity of Argument +1 / 0 / -1
To do so, all players that desire the Floor first spend Effects of Influence +1 / 0 / -1
a point of Composure. Then everyone aiming for the Permanence of Results +1 / 0 / -1
Floor plus the player who just got it roll Wits + Social- Relations to Intimacies +1 / 0 / -1
ize. Use the new sets to find out who gets the Floor Relations to Virtue +1 / 0 / -1
and to determine the new order of players. The player Relations to Motivation +2 / 0 / -1
who just got the floor has the added bonus of being
able to choose between his rolled set or to keep the set Substract the resulting Impact from the opponent’s
from the previous round. Composure. If the Composure is reduced to 0, then
an Influence with a Strength of 1 is created. If there
Players who did not wish to roll do not have that choic: is Impact remaining after reducing Composure to 0,
they automatically retain their old sets and are ordered then the Strength of the created Influence is equal to
with the new ones as if they had just rolled these sets. the excess Impact.
These players however can not get the Floor, even if
they have better sets left over from the last round. Argument Skills
25
Chapter Four • Rules
26
Chapter Four • Rules
27
Chapter Five
Magical Powers
28
Chapter Five • Magical Powers
be exchanged with the TeD of allies, as long as both Round as he has Essence. However he may only use
execute similar or compatible actions. A TeD that is either one Simple or one Extra Action Charm.
not exchanged may have his rolled number adjusted
up or down by 1. Also each Charm, unless specified, may be used only
once. This means that a Solar might be able to use
Alchemical Dice (AlD) Smoldering Fist Strike to increase the damage of each
Alchemical Dice are modular but mechanical. They of his attacks, but he may not do so twice for each
are not rolled and instead are set to a certain number strike and have the effects stack.
between 1 and 7. The player may choose this number
for his character and it may be changed whenever he Lastly ehenever a character uses more than one Charm
undergoes maintenance. This change applies to all his in a round he adds one to his Anima Track for each
AlD regardless of Stat. Charm after the first. For more information see the
Anima section on page XX.
What about Gods and Demons?
To model the capabilities of supernatural beings sim- Simple
ply choose a Dice Type from the list above that you Simple Charms requires a separate action, whether it
feel is most appropriate. If this is not satisfying take requires a dice roll or not. If it is executed on its own,
a look at other ORE games for inspiration on other an unrolled charm activates at the start of the round
types of dice. There are too many different beings in and a rolled one activates as determined by the width
the world of Exalted for me to try and come up with and height of the roll.
fitting Dice Types for every single one.
If a Simple Charm is part of a multiple-action and does
not require a roll, then it is timed to activate together
Charms with the character’s first set – or at the end of the
Charms are small pre-defined packages of magical round if the character has no set. If the Simple Charm
effects that the Exalted learn and frequently use. Each is part of a multiple-action and is rolled it is resolved
type of Chosen has their own Charm sets that fit their according to the set assigned to the Charm Use.
theme and capabilities. Charms are powered by motes
and are usually associated with a Skill (or in the case In either case, a Simple Charm has to be declared
of Lunars and Alchemicals: a Stat). They can usually as one of the actions of a character at the start of a
only be used with rolls or actions of that trait. round.
29
Chapter Five • Magical Powers
You can never have more than one Extra Action even days. Some Charms have their duration speci-
Charm active in a round. fied as “Commitment”, which means they require a
commitment of motes and are active until these motes
Example: are released. Some few charms also have a Permanent
Solar Bob uses Endless Blades Technique, a Charm effect, that means it lasts forever or until it is broken
that gives him a Level 3 Extra Action (because his Es- (if possible).
sence is 3) for use with the Melee ability. He decides
to attack the unworthy opponents around him a total Keywords
of 3 times while at the same time jumping out of the Keywords are short words that give an insight into
window. He uses the lower of the two pools which is the workings of a charm. These are important for
still an impressive 6d+2SoD. the rules to clarify which Charm can affect or resist
against what. Keywords in brackets are optional and
Knowing that, Bob will execute 1 Jump and 3 Attack not automatically active. See the Charm text for more
actions. Thanks to his Level 3 Extra Action he can information.
ignore the -3 dice penalty from the attack actions and
roll his unmodified pool of 6d+2SoD. He decides to Area
activate his Solar Dice paying the required cost. These effects affect a larger area and often everyone
within. In many cases these effects cause Area Dice to
He rolls and gains 2, 6, 6, 7, 8, 9 and he sets his two everyone affected.
Solar dice to 9 to make a 2x6 and a 3x9 set. He then
spends the three points of width taken from his Extra Company
Action Charm to bolster his 3x9 into a 6x9 set. He Charms with this keyword can be used to hinder or
then splits the 6x9 into three 2x9 sets. improve Company actions.
30
Chapter Five • Magical Powers
Stackable
Obvious or obvious? The effects of this Charm stack. Multiple uses or in-
Some Charms might create effects that are obvi- stances of this charm increase the potency.
ously magical in nature (such as balancing on a
twig) without featuring the Obvious keyword. Touch
These charms require the user to touch the target of
The difference between these Charms and those the effect with their hand. This means that the charac-
with the Obvious keyword is that the latter are ter has to make a successful unarmed attack (usually
clearly identifiable upon activation. They make with the Brawl skill) against an unwilling target. This
their purpose visible to the learned savant (or attack does not have to deal damage to be considered
experienced fighter) who might be able to make successful.
intelligent (or tactical) deductions based on this
information.
Spells
Spells are similar to charms in that they provide
within the charm text. individual predefined packages of powers. Unlike
Charms, which are mostly personal in nature, Sorcery
Obvious is often shaping the environment of the sorceror. This
A charm using this keyword displays a clearly identi- greater power comes at a cost however: Spells are
fiable burst of Essence upon activation. Hiding such a more expensive than Charms and they usually take
charm is hardly possible and learned savants might be longer to cast. They also do not come in Paths, in-
able to recognize the kind of charm activated. If a wit- stead each Spell can be learned without complicated
ness has a chance to know the charm (from previous requirements. The only prerequisites for sorcery are
experience or written descriptions) he may reflexively the enlightenment charms.
roll Intelligence+Occult. Success gives the character
a rough idea of what the Charm will do. Rare charms To become a sorcerer, a character need only learn
might impose a difficulty on the roll. such a Charm for each level of Sorcery. Once that
charm is purchased, he can freely learn, shape and
Perfect cast spells of that circle of mastery. The higher circles
A charm with this keyword is infallible in its execu- are restricted to the more powerful Exalted only. See
tion. Such effects are rare but very powerful as they below for more information.
automatically succeed despite all odds. The sole
exception is when two perfect effects clash. In these Cost
cases, the defensive effect is the stronger one. As with Charms the Cost of a spell is measured in
motes or damage. See the Charm section (page XX)
Poison for more information.
Charms with the Poison keyword make use of natu-
ral or magical toxins to poison the opponent. These Range
effects usually last longer than the Charm they were While Charms are often magic of personal nature,
caused by. Spells usually affect other beings. The range attribute
defines the distance a spell is still effective within.
Shaping
These Effects work great changes on the world of Duration
Creation and its inhabitants. They are very powerful As with Charms spells have a predefined duration for
and luckily pretty rare. The effects of the Wyld on their effects. See the section on Charms (page XX) for
visitors are also considered Shaping effects. more information.
Sickness Shaping
Just as the Poison or Crippling effects cause long last- Before a spell can be cast it has to be properly shaped.
ing impairment so does the sickness keyword. Charms While shaping a character can not use charms or take
or Spells with this keyword cause diseases instead. any actions other than shaping the essence of the
spell.
Social
Charms with this keyword can be used in social situa- If the player is distracted or disrupted during the
tions to enhance appropriate rolls. Shaping Time then he has to roll his Wits+Occult to
keep his concentration. If the distraction caused pain
31
Chapter Five • Magical Powers
or damage to the character, subtract dice from the roll nature or that are not native to Creation. For example
equal to the boxes of damage caused. If this roll fails it can be used to dispel the Infallible Messenger (if
the caster is disrupted and the spell fails but the char- one is able to catch it in the first place) or summoned
acter has to pay half of the casting cost (round down). demons.
It is allowed to expend motes on this roll to convert
Excellency Dice. If a banishment spell is used on a being summoned
with a spell of a higher circle (demons use their own
X minutes, hours or days circles with First Circle Demons being equivalent to
Spells with a Shaping Time not measured in rounds Terrestrial Circle, Second to Celestial and Third to
can not be cast in combat. They take as long as speci- Solar) then it has no effect. If it is used on a sum-
fied. moned creature of equal level, then the sorcerer and
the target have to engage in a duel of wits.
X Rounds
Many spells have their Casting Time measured in As part of his Casting action, the player has to roll his
rounds. This means that a character has to spend that Charisma+Occult while target has to take a defensive
many combat rounds preparing the spell before he action and roll Intelligence+Integrity to resist. Both
can cast it. During these rounds the player can only parties add their Essence score to the height of their
take a single action to cast the spell. He is not able to chosen set and both rolls may be part of a multi-ac-
defend himself actively, although he could have other tion. The sorcerer has the higher set then the being
Charms or Spells active that grant protection to him. is banished according to the timing of his chosen set.
The caster can also move only little while shaping: 5 Should the target succeed, then the sorcerer may not
yards per round instead of the usual 15. try to banish it again for five days.
Casting
Once a spell’s essence is shaped the character has to Circles of Sorcery
take a Cast Sorcery action and spend the required cost The Solar Circle of Adamant. These spells can
in order to unleash the spell. Unlike the shape sorcery only be learned by Solars and the most pow-
actions, this action can be combined with other ac- erful of gods: the Celestial Incarna.
tions. However Charms are still prohibited but Excel-
lency Dice may be used and permanent Charms are The Celestial Circle of Sapphire. These spells
still in effect. can only be learned by Lunars, Solars, Sidere-
als, Abyssals and powerful gods of Sorcery
If the Cast Action does not require a roll, then the and knowledge.
spell is timed to go off at the end of the round unless
otherwise specified. If the casting of the spell involves The Terrestrial Circle of Emerald. Spells of this
a roll is executed to coincide with the set rolled. Some level can be learned by every type of Exalted
spells may have keywords that determine that they are and those gods that are willing to do so.
cast at the beginning or the end of the round, regard-
less of their set (if any). Circles of Necromancy
The Void Circle of Obsidian. These spells can
Keywords only be learned by Abyssals and the most
Spells use many of the keywords found in Charms. powerful of ghosts: the Deathlords.
One of the most frequent keywords is “Obvious” as
many spells consist of flashy displays of essence dur- The Labyrinth Circle of Onyx. Spells of this level
ing shaping and casting. In addition to that there are can only be learned by Abyssals, Solars and
some keywords unique to spells. powerful ghosts such as the hekathonkire.
32
Chapter Five • Magical Powers
33
Chapter Five • Magical Powers
34
Appendix I
Example Keys
Personal Gain
Example Motivations • Become a god
The following list of motivations might serve as inspi- • Become the best artist/fighter/sorcerer/thief ever
ration for your own character and his ultimate goals. • Build a massive army to defend Creation
They are grand and epic and suitable to all Exalts. • Buy the Realm
• Conquer Heaven
Creative / Generating • Create an Underground Empire
• Build a merchant empire • Discover what happened to the empress.
• Create a level 5 or N/A artifact or manse • Learn the language of the Primordials
• Create a new race of sentient beings • Move the Lords of the Underworld to weep in
• Create a secret society response to your song/poetry/prose
• Create the largest harem in creation • Rescue the Scarlet Empress
• Establish Creation spanning education system • Sire 100 children (And then become a legacy your
• Establish training center for new Exalts children will be proud to be a part of)
• Forge a new Creation and leave the old behind • Steal a Peach of Immortality
• Forge an empire • Unite all the criminal empires under your banner
• Make something more addictive than the Games • Unite the Hundred Kingdoms and rule them
of Divinity.
• Purify the Essence Shard of an Abyssal Exalt Societal
• Rebuild a City • Abolish all organized religion
• Turn the southern deserts into a jungle • Awaken the essence of every mortal in creation
• Bring enlightenment to everyone in creation
Destructive / Avenging • Bring the Yozis back as rulers of Creation
• Break the Realm • Close all Shadowlands and separate the Under-
• Cause the downfall of a Great House. world and Creation
• Destroy a city • Close Oblivion
• Destroy the Deathlords • Discover the one weakness for each Deathlord
• Destroy the Games of Divinity • Abolish corruption in the Celestial Bureaucracy
• Destroy the Neverborn • Find and Lift the Great Curse
• Empty the Underworld • Liberate all the slaves
• Incite a civil war in the Realm • Permanently block off the Wyld
• Kill a god • Redeem the Abyssals
• Kill all Sidereal Exalts and sink their shards to a • Redeem the Deathlords
prison at the bottom of the ocean • Remove Malfeas from Creation
35
Appendix I • Example Keys
36
Appendix I • Example Keys
Limit Break
Your mind breaks and you show contempt for even
your own life. Rush into every challenge you see with
no regard for your own safety and life – or that of oth-
ers. This lasts an entire day. Gain 5 XP and set Limit
to 0.
Break Conditions
The character sees an opportunity to prove his prowess
or he has to restrain himself and not resort to physical
connflict to solve his problems where this would be a
quicker solution.
37
Appendix II
Solar Charms
This chapter details the Charms of the Solar Exalted. Loyal Bow Path
The different charm paths are sorted by the individual This path deals with the readying, drawing and storing
skills. of a bow or other ranged weapon that the user clearly
owns. Variations of this path exist for the Melee and
Thrown skills as well. They are called Loyal Blade
Generic Charms and Loyal Knife respectively. A rare version also ex-
Generic Charms are not associated with a certain Skill ists for Armor based on Resistance. This Loyal Hau-
or Stat and instead can be bought for each seperately. berk path has doubled mote costs however.
38
Appendix II • Solar Charms
motes committed to this charm, the weapon will ma- charm is active, the player has access to an infinite
terialize in arms reach of him. The player has to either amount of ammunition for his personal use.
execute a Draw action or use a Charm such as Call the
Loyal Weapon or the weapon will fall to the ground This works similar to Draw the Phantom Arrow except
beside him. that the player need not pay motes for these arrows.
In addition to that, a weapon firing these arrows adds
Shape the Loyal Bow either +1K or +1S to its damage profile. The type of
Cost: 1m or 2m/Level Min Archery: 4 damage has to be specified when the charm is cast.
Type: Simple Min Essence: 3
Duration: Commitment Unwavering Arrow Path
Keywords: Obvious The magics of this path grant the solar archer extreme
This Charm allows the Solar to draw upon the con- precision, even at long distances and beyond the nor-
nection to his weapon and forge a duplicate of it out mal reach of his weapon.
of essence. Pay 1m for a mundane weapon or 2m per
artifact level when recreating a magical weapon. The Arrow Without Distance
brilliant essence weapon behaves like the original in Cost: 2m or 4m Min Archery: 2
every way. For example it is a legal target for the Call Type: Supplemental Min Essence: 2
the Loyal Bow Charm. Duration: Instant
Keywords: (Obvious)
It can not be broken by mundane means but magical Nothing escapes the reach of the Lawgiver. This
effects may shatter the essence weapon and possibly Charm supplements a single attack with an archery-
even cause a feedback that breaks the original. In based ranged weapon. The projectile fired is carried
these cases roll the Essence of the attacker and check by the Essence of the solar. The lawgiver may double
for a set that beats the artifact’s level in both width the range of his weapon and ignore all penalties due
and height. If the aggressor succeeds, then the original to range. Penalties from cover, bad sight conditions or
weapon breaks. other sources still apply.
Spirit Arrow Path A lawgiver with Essence 3 may instead spend 4m and
The Charms in this path allow the skilled Solar archer increase the range of his weapon to hit any target he
to fashion ammunition for his weapon from pure Es- can see. If the Charm is used in such a manner then it
sence. A version of this path called the Spirit Knife becomes Obvious which makes surprise attacks diffi-
Path is available for the Thrown skill. cult - the light from the Essence display travels faster
than the arrow fired. Firearms can not profit from this
Draw the Phantom Arrow effect of the Charm. These weapons can only have
Cost: 1m / attack Min Archery: 3 their range doubled.
Type: Permanent Min Essence: 2
Duration: Permanent Scorpion Sting Arrow
Keywords: None Cost: 3m / P1 Min Archery: 3
Once this charm is purchased it is permanently active. Type: Supplemental Min Essence: 3
Whenever the player wishes to, he can simply pay Duration: Instant
1m and form a simple arrow out of pure sunlight and Keywords: None
essence. This allows the Solar to either conserve regu- This Charm allows the user to spend motes to grant
lar ammunition or to fight on even when his quiver the piercing capability to his shots. For every three
is empty. Shaping essence arrows does not count as motes spent the enhanced arrow is granted one level
a charm use. Upon reaching Essence 4, the arrows of Piercing, up to a maximum of half the solars Ar-
shaped with this charm never hit an unintended target chery skill.
– instead vanishing in mid air. This charm can not be
used to fashion artifact arrows of any kind. Unfaltering Arrow Attack
Cost: 4m Min Archery: 4
Infinite Arrows Stance Type: Supplemental Min Essence: 3
Cost: 10m Min Archery: 5 Duration: Instant
Type: Simple Min Essence: 3 Keywords: Perfect
Duration: One scene The archery attack enhanced with this Charm becomes
Keywords: Obvious a Perfect attack. The player chooses an attack set as
By entering the Infinite Arrows Stance, the Solar im- usual that is then enhanced through this Charm: The
proves his ability to summon ammunition. While this attack will hit even if the assigned set is reduced to 1
39
Appendix II • Solar Charms
or less dice in width. In these cases the attack will be Duration: One scene
timed and deal damage equal to the remaining width, Keywords: Obvious
never less than than 0. This Charm doubles the solar’s Strength Stat for the
purposes of determining the weight of obejcts he can
This Charm is exceptionally suited for trick shots such lift and throw. Penalties to Strength are applied before
as severing a rope or pinning a flower to the wall. It the stat is doubled, bonuses afterwards. The Charm
ensures a hit if the target has no perfect defense avail- also doubles the range of all thrown objects but has no
able. impact on the attack roll itself.
40
Appendix II • Solar Charms
Using Spider-Foot Style the Exalted is able to over- method such as Adamant Skin Technique.
come gravity by simply walking on a wall. Without
any effort he can move vertically or even upside Speed of Light Path
down. This means he can use his normal movement The lawgiver can be as fast as the sun’s rays. The fol-
options to progress along solid surfaces. lowing Charms all serve to make the solar move faster
on foot.
The surfaces still have to be able to support the char-
acter as if he was hanging on them. If they don’t then Burst of Speed
he has to keep moving before they break or use a com- Cost: 2m Min Athletics: 1
plimentary charm such as Feather-Foot Style. Type: Supplemental Min Essence: 2
Duration: Instant
Hopping Cricket Path Keywords: None
No obstacle can stop the advance of a solar and so the This charm enhances a single move or run action. The
Charms of the Hopping Cricket Path all grant effects distance covered by the character is doubled. Penal-
that improve his jumping techniques. ties to the distance are applied before the doubling,
bonuses are applied afterwards.
Monkey Leap Technique
Cost: 2m Min Athletics: 2 Lighting Speed
Type: Supplemental Min Essence: 2 Cost: 4m Min Athletics: 3
Duration: Instant Type: Reflexive Min Essence: 2
Keywords: None Duration: One scene
This charm enhances a single Jump action. The Keywords: None
distance covered by the character, both horizontally For the remainder of the scene, the solar may add his
and vertically is doubled. Penalties to the distance Athletics score in feet to his base movement speed.
are applied before the doubling, bonuses are applied When he attempts a run action he may add his Essence
afterwards. score in yards for each point of Width in the set.
41
Appendix II • Solar Charms
Type: Reflexive Min Essence: 3 mood by scent or count the number and type of
Duration: Instant animals in an approaching stampede using only the
Keywords: None vibrations of the ground.
This Charm has to be cast at the very beginning of a
Combat Round, before any action is declared. The so- All-Seeing Solar Glance
lar may spend 2m to add 1 to his Wits for the purpose Cost: 4m Min Awaren.: 5
of determining declaration order. He may add up to Type: Supplemental Min Essence: 4
half his Awareness points in this manner. Duration: Instant
Keywords: Perfect
Tide of Battle Trance When this Charm is activated, the user perfectly suc-
Cost: 7m Min Awaren.: 5 ceeds at a single Awareness action within the normal
Type: Simple Min Essence: 4 range of his senses. To increase his senses the user has
Duration: One scene to combine this effect with other Charms.
Keywords: None
Once a solar has this charm activated he acts with Unconquered Eye of the Sun
preternatural speed and grace. Add half his Essence to Cost: 16m Min Awaren.: 5
his Wits for the purposes of determining the order of Type: Simple Min Essence: 5
declaration and whenever there would be an initiative Duration: One scene
tie, the solar goes first. Keywords: Obvious, Perfect
Like the sun, the solar’s eys cut through all decep-
Perfection of Senses Path tion. This perfect awareness effect allows the Solar
The methods of the Perfection of Senses all enhance to see every attempt to decieve him for what it really
the user’s different senses in one way or another. is. He senses invisible creatures, sees right through
mundene disguises, illusions and stealth charms alike
Keen Senses Discipline - even beliefs that would make him see reality differ-
Cost: 2m Min Awaren.: 3 ently are shattered. Only perfect effects have a chance
Type: Supplemental Min Essence: 2 of persisting in the light of the Unconquered Eye of
Duration: Instant the Sun.
Keywords: None
The magic of Keen Senses Discipline grants a Solar When this Charm is activated the solar’s Anima au-
a clarity and focus of his senses that is unmatched by tomatically activates on the totemic level. It will de-
any human. Add the solar’s Awareness to the height of grade as usual afterwards but the blazing caste mark
the Awareness set. and eyes make this Charm Obvious. While this Charm
is active the solar can not be surprised. The effects
With this Charm, the user can pick out details on a of this Charm do not extend to manipulation and lies
soldiers uniform in the middle of thick fighting during - social deception attempts go unnoticed.
heavy rain. This Charm enhances all senses similarly
and the Solar does not suffer from drawbacks due to
this increase in sensory intensity. Brawl Charms
Unsurpassed Senses Meditation Lightning Fist Path
Cost: 5m Min Awaren.: 4 The Lightning Fist Path deals with lightning fast
Type: Reflexive Min Essence: 3 flurries of blows. This path is based on the Lightning
Duration: One scene Blade Path that can be found in the Melee Charms
Keywords: None section of this chapter.
Upon entering this state of mind the user’s control
prowess with his senses is increased tenfold. The solar Phoenix Fist Path
may add half his Essence to the height and width of all The Path of the Phoenix Fist allows the skilled Solar to
his Awareness sets. By itself this Charm only grants call the heat of the sun forth into his hands and inflict
the solar increased control over his senses, it does not terrible wounds with but a single strike. Variations of
allow him to sense things outside the realm of mortal this path exist for Archery, Melee and Thrown. These
awareness. are called Phoenix Arrow, Phoenix Blade and Phoenix
Knife respectively.
Characters who use both this Charm and the Keen
Sense Discipline have sharpened and focused their Smoldering Fist Strike
senses to such a degree that they can gauge a person’s Cost: 2m / 1W (+1m) Min Brawl: 2
42
Appendix II • Solar Charms
43
Appendix II • Solar Charms
opponent is thrown back as per the rules for Crash- members of the ruling council for example) then this
ing Wave Throw. The distance the target can travel effect may cause a Company action to fail dramati-
is Width multiplied with the solar’s Essence and the cally.
damage for a collision with a solid obstacle is equal to
the Width of the attack set. Grease the Wheels
Cost: 6m / 8m Min Bureauc.: 3
Type: Supplemental Min Essence: 3
Bureaucracy Charms Duration: Instant
Keywords: Company
Enlightened Vizier Path When this Charm activated, the Solar can speed up
With the magical effects from this path the lawgiver or slow down bureaucratic proccesses by interacting
can navigate bureucratic entities with ease. He can with them. He simply has to communicate with the
affect their procedures and both hinder and improve Company and express his desire for them to speed up
them. or slow down their actions. He need not actually be in
charge for this Charm to take effect.
Diligent Official Charm
Cost: 5m Min Bureauc.: 2 If he wishes to benefit a Company he may improve an
Type: Simple Min Essence: 2 action that makes use of the Treasure stat. The action
Duration: Essence days is resolved in about half the time. Additionally this
Keywords: Compulsion Charm prevents the exhaustion of the Treasure stat.
Using the Bureau-Rectifying Method the solar can To do so he pays 6m when announcing the action.
cause an individual not only to work properly but also
more efficiently. He simply speaks with the target and Alternatively he may affect an action from an op-
invokes this Charm. he then creates a compulsion in posing Company, if he knows about it. He interacts
the target to properly do his job. This is only appli- with the Company and spends 8m to slow down the
cable when a bureaucratic or comparable occupation enemy’s bureaucracy: Exhaustion of the Treasure Stat
is concerned. for the so-modified action is doubled.
44
Appendix II • Solar Charms
quick glance at a gem or the multiple hours spanning his Essence dice. This Charm is not useable when the
evaluation of an entire shipment of spices. The solar solar indivdually acts as a Company through the use
using this Charm is perfectly aware of the target’s of other Charms.
condition and has a very clear idea of what it should
cost and what he can charge for it. This understanding This is Mine Proclamation
allows the Solar to add his Essence to the height of a Cost: 10m, +XP Min Bureauc.: 5
set when haggling over the object. Type: Simple Min Essence: 5
Duration: Essence days
Knowing the Soul’s Price Keywords: Belief, Shaping, Touch
Cost: 7m Min Bureauc.: 3 When the solar first touches an object, structure or
Type: Simple Min Essence: 2 animal he can invoke this Charm. The solar rolls
Duration: Instant Manipulation+Bureaucracy and chooses one set.
Keywords: Social, Compulsion Everyone with an added Intelligence+Integrity equal
This Charm is used in conversation with another per- or lower than the height of the set and/or an Essence
son. The solar invokes this Charm to find out what the smaller or equal to the width of the set is affected.
price of the target is for a certain service. The price These people, if they are within fate, are subject to
could be anything from sex to the reclaimed honor of the Belief that the item unquestionably belongs to
an ancestor and the service could range from a small the lawgiver. This goes so far that anyone affected
favor up to a lifetime of servitude. understands even written proof so that it supports the
solar’s claim.
To find out the solar rolls Wits + Bureaucracy with
a difficulty equal to the target’s Integrity. On a suc- The solar may state certain conditions upon invoking
cess the target is forced to reveal it’s honest price and this charm such as that he’s only borrowing an object
should the solar be able to deliver that price, then the or renting a location, which then comes true.
target is under a Compulsion effect to hold up his end
of the bargain. A person with a valid reason to suspect dishonesty -
such as anyone who has spent XP for the target object
Market Understanding Method - may actively roll their Intelligence+Integrity with
Cost: 16m / point Min Bureauc.: 4 the original set of the Solar acting as gobble dice. If
Type: Supplemental Min Essence: 4 the investigator succeeds then he is aware that the
Duration: Instant item does not belong to the solar and the charm fails.
Keywords: Company
This Charm grants the solar perfect knowledge of the If the Charm is not canceled prematurely, then the
markets - to the extent that he understands them. This player has the option to take the item into his per-
makes it much easier to purchase or sell goods, either manent possession. To do so the character has to pay
personally or through a Company. the appropriate advanatage (Possession for mundane
objects, Artifact for magical items) for the item with
When purchasing goods the Solar may reduce the cost his XP. The heavenly records are then changed by the
of an item. By paying the Charm cost once he can force of the lawgivers soul, invoking the Shaping ef-
make sure that an object with a price range is priced fect of this Charm. If the Charm is used to pemanently
at the lower end of the scale. Paying the cost of the aquire things that other characters payed for with XP,
charm again further reduces the cost of the item by 1. then the Solar has to pay twice the normal XP cost.
One time the XP are payed to heaven for the change,
This Charm can also be used when selling objects. It the other XP are given to the original owner to make
works as above, only inverted. up for the change in his destiny.
Guiding the Coin This Charm is not usable on attuned artifacts and the
Cost: 13m / dice Min Bureauc.: 5 owner is immediately aware of the failed attempt of
Type: Supplemental Min Essence: 4 claiming ownership. Similarly the Charm can not be
Duration: Instant made permanent on objects that other characters have
Keywords: Company purchased with XP. Their destiny is too tightly inter-
The solar using this Charm has to have authority over twined for the Solar to intervene permanently.
the finances of a Company. If he spends at least a week Craft Charms
actively managing the finances then he can add dice
to the Company’s Treasure Stat for a single action.
By spending 13m per die the solar can add up to half
45
Appendix II • Solar Charms
46
Appendix II • Solar Charms
sub-structures and objects. The character still needs tools to work the material
depending on either it’s source or destination proper-
If this Charm is used in Combat on the armament ties. A paper sword may be folded or forged. The final
of an opponent, then the solar needs to make a suc- object will behave exactly as if it was made from the
cessful unarmed attack to touch the object and a target material, even if it looks different. A paper knife
Dexterity+Crafts action to break it. With weapons, will cut as true as one forged from steel.
both killing and shock damage are reduced by the
width of the Crafts set. If a weapon has both it’s dam- If this Charm is used to simply transform materials,
age reduced to 0 or less, then it breaks. If used against then it requires about one hour per cubic yard of mate-
armor, every two points of width reduce the AR rating rial. This Charm can not substitute anything for one of
by one. Artifacts impose a difficulty equal to their rat- the magical materials.
ing on the Crafts action. The damage caused by this
charm is permament but may be repaired.
Dodge Charms
Crack-Mending Technique
Cost: 7m Min Craft: 4 Flickering Shadow Path
Type: Supplemental Min Essence: 3 The Charms of this path grant a Solar formidable de-
Duration: Instant fense: The exalt becomes like the flickering shadow
Keywords: Touch of a candle, unpredictable yet always there.
Using his solar Essence the lawgiver can mend and
weld broken objects back together. This Charm Nimble Shade Dodge
supplements a dramatic action to repair an object but Cost: 2m / set Min Dodge: 1
each hour spent counts as Essence x6 hours as the Type: Supplemental Min Essence: 2
magic makes his task much easier. Repair action that Duration: Instant
would normally take Essence in minutes can now be Keywords: None
accomplished in a single turn. This Charm allows a character to formidably defend
himself against his opponent. By spending 2m per
This Charm can be used to perfectly puzzle a broken Dodge action, the player can add his characters Dodge
vase back together without any seams. Or it can be in height to the chosen set. The set also has half the
used to repair dented armor or broken weapons which solar’s Essence added for initiative purposes. Upon
will behave as if they hadn’t been damaged. Crack- reaching Essence 4 this Charm becomes reflexive.
Mending Technique is incompatible with the speed
improvement from Craftsman Needs no Tools. Seven Shadows Evasion
Cost: 4m Min Dodge: 3
Reeds in to Gold Meditation Type: Reflexive Min Essence: 2
Cost: 10m+ Min Craft: 5 Duration: Instant
Type: Supplemental Min Essence: 3 Keywords: Perfect
Duration: Instant This Charm provides a perfect Defense to the Solar.
Keywords: None It is always activated in response to an attack before
With this magic a lawgiver craftsman can forge swords it is resolved. The character automatically evades this
from paper and build houses out of feathers. attack, even if the attack was undodgeable or Perfect.
The single condition for its use is that the character
This Charm enhances a Craft action to build or repair was aware of the attack before it struck.
an object. The player may ignore any penalties due to
missing or inappropriate raw materials as long as the Black Shade Body
solar has an appropriate quantity of similar materials Cost: 7m Min Dodge: 4
at his disposal (Sandstone to marble). Type: Simple Min Essence: 3
Duration: One scene
At Essence 4 the solar may use distantly related ma- Keywords: None
terials (sandstone for steel) for 5 more motes. At Es- Using this charm, the player becomes a flickering
sence 5 even completely unrelated materials may be shadow on the battlefield, always reacting to his sur-
used for 10 extra motes (sandstone for cotton). With roundings and evading every attack he is aware off.
essence 6 or above the solar may expend 15 motes to The player may add as many dodge actions to his
substitute any kind of material for another even if they other actions as he wants without penalty. Further-
are completely different (water for steel). more all his Dodge sets may be used to gobble attacks
that are wider than the gobble set. This means that a
47
Appendix II • Solar Charms
Keep in mind that while this Charm can invalidate the Group Loyalty
attacks of other characters by moving out of striking Increase Integrity, harder to betray the solar
range, it can also do so for the user. Also note that
this charm can be used multiple times in a round if Reflexive Defense
the character remains in the vicinity of opponents If required?
that attack him. Finally keep in mind that the use of
this charm still allows the user (and his opponents) Retroactive Defense
to cover their usual movement distance: It is possible Shatters influence effects. Usable even if not usable.
that exceptionally fast opponents are unimpressed by Cost can be paid with health instead
the use of this charm as they can catch up without
problems. Inviolate Shape Path
The Charms found in this path grant a lawgiver the
ability to withstand shaping effects and the influence
of the Wyld.
48
Appendix II • Solar Charms
Type: Reflexive Min Essence: 2 den stash of celestial cocaine under the floorboards
Duration: One scene or the concealed weapon strapped to the back of a
Keywords: Perfect peasant. If a Charm opposes this effect, the solar rolls
This Charm provides a perfect Defense against all Wits+Investigation as usual but he may add his Inves-
Shaping effects against the character, regardless of tigation to the height and his essence to the width of
source. Wyld mutations are ignored as well as spells the set.
that shape the target.
Vigilant Judge Path
Destiny-Manifesting Method Observing things is vastly different from studying
Cost: None Min Integrity: 3 people but a lawgiver with this Path mastered is an
Type: Permanent Min Essence: 2 expert at gauging people and discovering their moti-
Duration: Permanent vations and skills.
Keywords: None
This Charm provides a permanent resistance to Shap- Lie-Detection
ing effects. Effects that try to damage the Exalt have Cost: 5m Min Investig.: 3
their difficulty increased by the Solar’s Essence. Type: Reflexive Min Essence: 2
Against shaping effects that damage the solar he re- Duration: One scene
cieves an AR rating equal to his Essence. Finally the Keywords: Social
likelyness of unfortunate random effects in the Wyld Once a solar has activated this Charm he can recog-
or Labyrinth is reduced by a factor of 10. nize all lies as such. He can also sense deliberate half-
truths but he is not aware which part of a statement is
Group Protection true and which one is not.
Protect a Group against the ravages of the wyld
If a Charm contests this effect then roll Wits + Inves-
tigation as usual but add the solar’s Essence to the
Investigation Charms height of his sets.
49
Appendix II • Solar Charms
Keywords: None used on it’s own this Charm creates unfocused dis-
Wearing the New Face magically enhances a Solar’s guises and is not capable of impersonating someone
attempt at disguising himself. The player has to de- specific. These spontaneous disguises also fall apart
scribe what he wants to disguise hismelf as and how after one scene.
he plans to accomplish that. When rolling Larceny to
determine the quality of the disguise, the player may Wolf among Sheep Approach
add his character’s Larceny to the height of the roll, Cost: 16m Min Larceny: 4
even going higher than 10. This makes beating dif- Type: Supplemental Min Essence: 4
ficulties easier and it makes the resulting gobble dice Duration: Commitment
more easily break Awareness or Investigation sets. Keywords: None
Just as the other Charms of this Path, this Charm en-
As long as the solar has a suitable and carefully cre- hances a mundane attempt at disguise. The character
ated disguise in place he can convincingly appear as disguises himself both with mundane means and Es-
someone of a different gender or species, the magic sence and he then goes “off stage”. Roll Wits+Larceny
even alters his speech patterns. He can also try to as usual to determine the quality of the disguise. If the
impersonate someone but this does not grant any character wishes to also disguise his Essence signature
knowledge about the mannerisms of the target. he has to combine this with other Charms.
Once the disguise is removed or significantly dam- If the roll is successful, the player may, at any point
aged the charm ends. A solar might for example wear later on in the game, unmask his disguise and take the
a wig, dress and makeup to disguise himself as woman place of a character unimportant to the story (com-
but once the makeup was smeared or the wig lost, the monly an extra).
magic would dissipate. Another example would be
a solar who wears green, carefully adding barks and Important characters may attempt to “unmask” the
twigs to himself to appear as a wood elemental. character once per scene if they have sufficient reason
to believe he is around – or are paranoid enough to
Mask the Soul Technique check everyone. To do so, the investigating player
Cost: 8m Min Larceny: 4 needs to use an Awareness or Investigation Charm
Type: Supplemental Min Essence: 3 to scrutinize the infiltrated group. The solar uses his
Duration: Commitment chosen diguise set as usual to gobble the investigation
Keywords: None attempt. This is not a time sensitive action. If he is
This Charm allows a Solar to not only mask his ap- unmasked, then the investigating character may deter-
pearance but also his Essence. Just like Wearing the mine which extra the solar replaces.
New Face, Mask the Soul enhances a mundane at-
tempt at disguise. He can now use his Larceny set to Flawless Method Actor Technique
make his Essence appear however he wants. A solar Cost: 13m Min Larceny: 5
can mask his aura to look like that of a Sidereal, a Type: Supplemental Min Essence: 4
Fair Folk or a Mortal. He can even impersonate other Duration: Commitment
creatures’ Essence signatures if he had time to study Keywords: Perfect
them beforehand. With this level of mastery a solar can make himself
appear as anyone he wants and fool even the closest
Leaf Hides the Blossom Method friends. This Charm enhances a disguise attempt and
Cost: 5m Min Larceny: 4 makes it a Perfect effect. Everyone will be fooled,
Type: Simple Min Essence: 3 even those that intimately know the target will accept
Duration: One scene everything the character says as genuine. He doesn’t
Keywords: None have to know the mannerisms or speech patterns of
This Charm compresses an entire attempt at disguise the target, the magics are so strong that everyone else
into a few seconds. The player states his intended dis- simply imagines the solar to act as is usual.
guise and how he wants to accomplish this. To create
a believable disguise with Leaf Hides the Blossom Unchecked Passage Path
Method the solar not only needs just a single combat A small measure of light can reach even the darkest
round, he also needs hardly any materials. places - and so does the solar with this Charm. Noth-
ing can stop him from entering or leaving a place - no
Simply stuffing two melons into his shirt is enough to lock, no door, no shackle.
convincingly portray a woman and smearing dirt into
his face lets the solar appear as an earth elemental. If
50
Appendix II • Solar Charms
51
Appendix II • Solar Charms
52
Appendix II • Solar Charms
This Charm may only be used once a week. Upon Melee Charms
reaching Essence 5 it may be used once a day.
Lightning Blade Path
Wyld Shaping Path The Lightning Blade Path deals with flurries of lighting
fast strikes. Variations of this path exist for Archery,
Brawl and Thrown. These are called Lightning Arrow,
Medicine Charms Lightning Fist and Lightning Knife respectively.
At the end of a successful treatment the patient recov- Endless Blades Technique
ers shock damage equal to the height of the set and Cost: 4m / Extra Action Min Melee: 5
he may convert a number of killing damage boxes to Type: Extra Action Min Essence: 3
shock equal to the width plus the solar’s Medicine. Duration: One round
The shock from this conversion is not automatically Keywords: Obvious
healed with the initial use of this Charm. After a good This Solar can pay 2 motes for each Level of Extra
night’s sleep he can again convert killing boxes into Action he desires, up to his Essence score. These
shock – this time as many as the caster of this charm Multi-Action levels can only be used for attack ac-
has Essence. A character can only benefit from this tions using the Melee skill.
Charm once a day.
53
Appendix II • Solar Charms
54
Appendix II • Solar Charms
Abyssal Exalted, the Deathlords and other powerful, of the aura (Essence in yards) can not dematerialize
death-aspected beings can reach this level of mastery unless they leave the area. This in turn requires them
over death. For each charm of this path learned the to succeeed at a reflexive Essence roll with a difficulty
character also gains one spell of the appropriate circle equal to the solars Essence. Dematerialized spirits in
for free, often countermagic. turn can not enter the area without materializing.
55
Appendix II • Solar Charms
56
Appendix II • Solar Charms
group of gods such as the gods of a certain forest. the solar can affect the mind of his conversational
This Charm does not work on a god with an Essence partner without him even noticing. The solar may
of equal to or more than twice the solar’s Essence. If command his target to do his bidding and the order
multiple gods are the target add their Essence scores may be as complicated as he wants to. He does not
together to determine if the Charm takes effect. have to voice this order directly.
Hypnotic Tongue Technique This Charm can be used in conjunction with other
Cost: 6m Min Presence: 3 Charms that make use of rolls with the Presence
Type: Simple Min Essence: 2 skill.
Duration: Width days
Keywords: Compulsion, Social City-Sweeping Speech
Using his skill with words and his powerful Essence Cost: 18m Min Presence: 5
57
Appendix II • Solar Charms
Type: Supplemental Min Essence: 5 age/Dice equal to the character’s Essence from each
Duration: Commitment source of a single attack: An attack dealing 5K, 6 Area
Keywords: Company, Compulsion, Social Dice and 2K from Waste Dice against a character with
The revelations in a lawgiver’s words are carried in Essence 4 using this charm would be reduced to 1K, 2
the hearts of his listeners. Area Dice and nothing from Waste Dice.
58
Appendix II • Solar Charms
Waste Dice effects that deal damage are also ignored. a variation of the Loyal Bow Path that can be found in
If the resisted attack had any secondary effects such as the Archery Charms section of this chapter. The Loyal
Crippling or Poison then those can still apply if they Hauberk Path however is rarer and has doubled mote
do not require damage to be dealt. Attacks that have costs.
lingering environmental effects such as fire affect the
character as usual in later rounds. Warrior’s Focus Path
Inner Fortitude Path Essence-Gathering Temper
The charms of this path enhance the inner durability Cost: 2m Min Resistance: 3
of a character – they grant additional health boxes and Type: Reflexive Min Essence: 2
help easily regenerate already suffered damage. Duration: Instant
Keywords: None
Ox-Body Technique This Charm grants the solar strength in the face of
Cost: None Min Resistance: 1 adversity. When the Solar takes damage from a strike
Type: Permanent Min Essence: 2 he gains motes equal to the wound-penalty level the
Duration: Permanent box would gain him for shock damage and twice that
Keywords: Stackable amount for killing damage. Thus 2K that would fill
Each instance of Ox-Body Technique adds a total of both a -1 and a -2 box would grant the solar 6 motes
five wound boxes to the character. One is added to the of essence.
-0 boxes and the -2 boxes, and two to the -1 set. This
Charm can be learned as often as the character has Re- This Charm does not work if the solar is not in mortal
sistance but never more than his Essence score. The danger - simply ordering his subordinates to slap him
second, third etc. instances of this Charm are often in the face does not net the solar any motes even if he
called Mammoth-Body, Ogre-Body, Mountain-Body takes damage.
and Behemoth-Body.
Blazing Sun Trance
Body-Mending Meditation Cost: 12m Min Resistance: 5
Cost: 7m Min Resistance: 3 Type: Simple Min Essence: 3
Type: Simple Min Essence: 2 Duration: One scene
Duration: 24 hours Keywords: None
Keywords: None When one of the solar invokes this Charm then he en-
Using this Charm, the Solar can drastically reduce ters a state of mind focused on battle alone. This could
his healing times. As long as the Charm is in effect, be screaming, primal rage, merciless justice or some
the character can heal a number of shock boxes equal other deep passion appropriate to the character. Dur-
to his Resistance for each hour of rest (or 2 hours of ing this Trance the solar can ignore all penalties and
activity). He can also greatly reduce the intervals it impairment from wounds and pain this includes the
takes for him to turn Killing Damage into Shock: It penalties caused by filled health boxes. Additionally
requires 3 hours for a -0 box, 6 hours for -1 and 12 he may add 1d to each combat-related action regard-
hours for one -2. If the character is not resting doubhle less of stat or skill.
this time as usual.
While the Blazing Sun Trance lasts he can only con-
Unstoppable Vitality Stance centrate on combat and take no complex actions or
Cost: None Min Resistance: 3 speak more than a few muttered words. He also gains
Type: Permanent Min Essence: 3 one point of Limit when this Charm ends. If he wants
Duration: Permanent to end the Charm before the scene is over he instead
Keywords: None takes three points of Limit.
The solar with this Charm always heals as if he was
resting, even if he’s active. Even other effects such Unconquerable Will Prana
as being deprived of food or sleep do not affect his Cost: None Min Resistance: 5
natural healing in any way. If a Charm opposes this Type: Permanent Min Essence: 4
then it has to generate a set that overcomes twice the Duration: Permanent
solar’s Essence in width. Keywords: Obvious, Perfect
This Charm can only be used once in a lifetime, at
Loyal Hauberk Path the end of it to be specific. If the Solar dies while this
This path deals with the readying, donning and stor- Charm is in effect (which would be any time after
ing of a piece of armor that the user clearly owns. It is learning this Charm barring supernatural involve-
59
Appendix II • Solar Charms
ment) his Essence binds his soul and will to a cause Mastering the Court
important to him at the time of death and he can keep Cost: 12m / dice Min Socialize: 4
on going regardless of damage. Type: Supplemental Min Essence: 4
Duration: Instant
The character can act normally, as if unharmed, for a Keywords: Company
number of rounds equal to his Essence. This means When the solar using this Charm is the leading author-
that he does not suffer penalties from being wounded. ity of a company and actively organizes it’s actions
Damage, Sickness, Crippling and Disease effects can then this Charm grants the Company additional dice
also be perfectly ignored. He is effectively immortal for a Espionage, Couner-Espionage, Being Informed
for a short time. However his death is only delayed or Policing action. The solar can spend 12m per die to
not averted. Under no circumstances can his demise be added, up to a maximum of half his Essence dice.
be prevented nor can the duration of this Charm be This Charm is not useable when the solar indivdually
increased in any way. acts as a Company through the use of other Charms.
60
Appendix II • Solar Charms
61
Appendix II • Solar Charms
62
Appendix II • Solar Charms
sence to the width of any one set. Use this width to - splitting the education up into individual weeks is
determine the strength of the Morale Attack. permissible.
Unconquered General Path At the end of the training time, the Company may roll
This Charm path is used when the character stays up to half the Solar’s Essence in additional dice on the
away from the front lines instead organizing the troops next “Train and Levy Troops” action it undertakes.
and planning the strategy of the attack. The charms The Solar has to spend 10m per die at the end of the
of the Unconquered General path grant benefits to a training.
Company at war.
Army of One
Steel the Mortal Mind Cost: 35m Min War: 6
Cost: 8m Min War: 3 Type: Simple Min Essence: 6
Type: 1 hour Min Essence: 3 Duration: Commitment
Duration: Instant Keywords: Company
Keywords: Company Using this Charm the Solar becomes an Army of his
The solar meets with the relevant people for an up- own capable of single-handedly taking a fortress.
coming might-based action of a Company over which The solar using this charm may act like a Company
he has authority. He uses this talk to motivate and and perform Attack, Defend or Policing actions on
bolster them for the upcoming conflict. After the talk his own. For information on the interaction between
the Solar spends 8m and grants adds 1d to the dice individual solars and companies, see the sidebar on
pool of the Company for the intended action. page 52.
All-Seeing Commander
Cost: 12m / dice Min War: 4
Type: Supplemental Min Essence: 4
Duration: Instant
Keywords: Company
When the solar using this charm is the commander of
a fighting force and is physically present at the site
of battle, then these magics make him pefectly aware
of all the units under his command. This requires the
Solar to be away from the thick of the fighting for the
duration of the combat and instead communicate with
his subordinates to make use of his knowledge.
63
Appendix II • Solar Charms
64
Appendix III
Martial Arts
Tiger Style
Terrestrial Martial Arts The Celestial Martial Arts known as Tiger Style is
a ferocious style about swift and lethal attacks. It is
Even Blade Style restricted and can not be used while in armor. Brawl
The Even Blade Style is sword-based martial art (Tiger Style) grants proficiency with barehanded
designed for dueling. This Terrestrial Martial Arts is fighting and tiger-claws. It is a sub-skill of Brawl and
a sub-skill of Melee and it is used with Dexterity. It it’s always rolled with Dexterity.
may be practised when wearing armor up to medium
encumbrance. Use of the Melee (Even Blade Style) Crimson Leaping Cat Technique
skill grants proficiency with all one-handed swords, Cost: 2m Min Ability: 2
sword-sheaths and daiklaves but it can not be used Type: Reflexive Min Essence: 2
without a weapon. Duration: One round
Keywords: None
The Martial Artist moves with the speed and agility
Celestial Martial Arts of a deadly predator. His base movement speed is
increased by the sum of his Brawl (Tiger Style) skill
Righteous Devil Style and his Essence score.
The Celestial Martial Arts Style known as Righteous
Devil Style teaches the use of flame weapons. This Striking Fury Claws Attack
rare style is a sub-skill of Archery that is used with Cost: 1m or 5m Min Ability: 3
Dexterity and may be practiced even in heavy armor. Type: Supplemental Min Essence: 2
This style grants proficiency with all flame weapons Duration: Instant
and artifact equivalents such as plasma tongue repeat- Keywords: None
ers. Unfortunately Archery (Righteous Devil Style) For 1m, one of the character’s barehanded attacks
can not be used without such a weapon. deals killing damage instead of shock damage. If the
martial artist is fighting with tiger claws, then he may
Snake Style spend 5m and increase the width of a set by 2 for the
The Snake Style Celestial Martial Arts can be used purposes of damage only.
while armored up to medium encumbrance and it
can be used for unarmed fighting or when using
nunchakus, hook swords or seven-section-staffs. It is
a sub-skill of Brawl and Brawl (Snake Style) is always
rolled with Dexterity.
65
Appendix IV
Spells
This Chapter contains an example list of Spells for the no larger than a small child. This cherub can receive
magical disciplines of Sorcery and Necromancy. The a message which is whispered into its ear. The cherub
individual spells are sorted by the different circles. is then able to travel nearly instantly to any point in
Creation or Yu-Shan to deliver the message by whis-
pering it into the target’s ear. The cherub even uses the
Sorcery casters voice and social attacks can be transported this
way. These attacks can even be increase with instant
Terrestrial Circle Sorcery duration social charms.
66
Appendix IV • Spells
67
Appendix V
Panoply
Nunchaku W+1S
Mundane Equipment Seven Section Staff W+2S 2
Fighting Chain W+3S C, 2, R
Weapons Chakar W+3S
68
Appendix V • Panoply
Weapon Tags
2 Weapon requires two hands to use
C Clinching, can be used to pin w/o penalty
D Ignores Called Shot penalty for Disarm
L Lance, can only be used when mounted
P# Piercing, ignores # armor levels
Q# Fast, adds # to width for initiative
R Reach, weapon is exceptionally long
S# Slow, weapon takes # rounds to use again
U# Unwiedly, removes #W from for initative
Y Yielding, can not be used to parry K damage
Armor
Personal Artifacts
Level 1 Artifacts
Monkey Stone Bracers
May add 1 Dodge Action to multi action without pen-
alty, +1 Dodge
Artifact Breastplate
AR: 3 Weight: L
Baneclaw
Damage: WS, 2K Q1
The Baneclaw is an overly large sai forged from the
magical materials. Embedded with powerful magic,
these weapons have a hunger for the opponent’s blade,
easily placing themselves in harm’s way. Add +2 to
the height of all parry sets. Add +1d to all attempts at
disarming an opponent.
Level 2 Artifacts
Daiklave
Damage: W+3K
Reaper Daiklave
Damage: W+2K Q1
Level 3 Artifacts
Grand Daiklave
Damage: WS, W+3K 2, P1
69
Appendix VI
Recommend. Read.
70
Appendix VI • Recommended Reading
71
Temporary Chapter
Questions / ToDo
• Abyssal Dice: Can they have something unique Socialize - Graces. Can help with Influence and
and cool? Sovreignity
• Sidereal Dice: A single one is useless. 10 are sta- War - Leading. Can help with Might.
tistically wiggle dice. That’s not so good.
• Lunar Dice: Are they inferior? Do they need a way Secondary Company Skills
to add more than 1 to a single set? Ess based? Crafts - Building things. Can help with Territory
• Generic Charms that change/enhance ExD Investigation - Finding out. Can possibly help with
• Personality Key: What about having a third key? Influence.
Persona prior to exaltation maybe? Lore - Learning. Can help with Territory & Influ-
• Intimacies as REIGN like passions to add or sub- ence.
stract dice? Performance - Talking. Can help with Sovreignity.
• Virtues? Do we need them? (Gods/Demons!) Intergrity - Sovreignity
• Social Conflict? It’s a confusing mess!
• Social Keywords? Emotion, Compulsion, Belief,
Total Control
• Problems? Do we use the REIGN system? Or a Sidereal Dice (SiD) Alternative
different system? The Sidereal Dice are bound to the fickle strands of
• MM powers, Hearthstones? People requested fate and allow them to affect chance in their favor.
those. What’s they do? Sidereal Dice are rolled as normal but sperately from
• Feats of Strength your other dice. After the roll any single Sidereal Dice
• Grappling, Throwing, Crushing may either have it’s value adjusted by up to 2 points
or he can be rerolled.
Charm Design Maxims - Companies
Company Effects begin at Essence 3 (for Solars) for
primary group related abilities. Ess 4 for tangential
ones. Ess 5 for unrelated ones.
Solars easily get high Sovreignity in their Compa-
nies.
Solars are the only ones who can really take Company
actions themselves. (maybe Lunars in Behemoth form
can do so too?).
72
Temporary Chapter • Questions / ToDo
73
Afterword
Now that you’ve hopefully read and enjoyed all of You can read the Wiki at http://www.tricktonic.com/
One Roll Exalted it’s time for the afterword. In here ORExatlted/wiki
the author usually talks about the history and develop-
ment of a book. I’ll do that in a second but I’ll also Either way, I hope that you’ve had some fun reading
talk about the future of this game. OREx and that it inspired you to run it.
As you can propably guess, this document was a lot Martin Nerurkar
of work. Spawned from a forum post by Bailywolf
on rpg.net and my reading of the great REIGN book
from Greg Stolze, the project quickly grew beyond
it’s originally envisoned scope of a quick hack: It
transformed into a full fledged supplement.
And that was a lot of work. Not only did I write all
of the material from scratch and playtested it with the
help of a few nice people, I also poured a lot of time
and effort into presentation, designing the cover and
layout artwork. But rest assured, I had a lot of fun
building OREx. Otherwise I propably wouldn’t have
spent my precious spare time to write something that
is given away for free.
74